UNITED CRAFTS

IN MOTION

Johnny Chang

Narrative & Level Designer

Detail Design

2019

FireFlyers

- Detail Design on Ranged Weapons -

A detail design I made during my studies at Futuregames.
It is based on pitch- and game concept designs made by fellow game design students, Kiia Raikunen and Emmin Martinez.

The assignment was to be handed another student’s game concept design. Then pick a game mechanic, write a detail design document about it, and visualize it with a prototype video presentation.

Prototype Presentation

1. Ranged weapons overview

Each player will bring a loadout consisting of a short-ranged and a long-ranged weapon to the match. There will be four distinct classes of ranged weapons to choose from, to satisfy the need of different playstyles, such as close combat charging, mid-ranged direct assault, AoE damage against larger groups of opponents, and long-range precision firing.

   The design and look of these weapons are somewhat futuristic and rough, to match the theme of the environment and story.

   The firing mechanic is controlled with the mouse buttons, while selection of weapons is with the keyboard. There is no bullet drop, but a limit to effective range, depending on weapon stats. There will be animation tied to the usage of weapons, as well as particle effects and sounds, letting you know you are using the weapon and your hit mark location. Consuming ammunition and eliminating opponents will affect the stats shown on player UI.

1.1 Classes

There is a total of four distinct classes of ranged weapons in the game. These are: Pistols/SMGs, assault rifles, heavy guns, and marksman rifles.

1.1.1 PISTOL/SMG

Pistols and submachine guns are low damage, short-ranged close combat sidearms. While using these light weight weapons, the player is more mobile (faster running and walking).

1.1.2 ASSAULT RIFLES

Medium damage, mid-ranged fast-firing weapons. Standard walk- and running speed while using these weapons.

1.1.3 HEAVY GUNS

Medium-long range area-of-effect damage, such as shotgun, shatter gun and hand cannons. Slow rate of fire in order to balance the potentially high damage output. Slowest walk- and running speed while using these weapons.

1.1.4 MARKSMAN RIFLES

High damage, long-range, slow firing, with the ability to zoom in on target. Faster walk- and running speed than using heavy guns, but slower than when using assault rifles.

1.2 Designs and aesthetics

Since it’s an arena battle in a futuristic Southeast Asian Kowloon-themed environment, the starting weapons have a strong resemblance to present day arsenal, with an old and outdated feel to them. However, as the player performs better, gains more favor in the arena while “climbing the ladder to fame and glory”, fancier high-tech weaponry will become available to the player.

Tier 1 – Present day resemblance, outdated look
Tier 2 – Futuristic standard issue
Tier 3 – Rare high-tech prototypes, clean and sterile look

The following are weapon art concepts within their specific class. For in-game weapons and their stats, please refer to separate detail design documents on individual weapon designs:

Pistols and SMGs
Assault rifles
Heavy guns
Marksman rifles

1.3 Behavior

How the game will behave when certain events are triggered.

1.3.1 CONTROLS

Mouse LMB to shoot with weapon, RMB to aim down sight.
Keyboard R to reload.

1.3.2 ANIMATION

Weapon related animation assets needed for upper body:

  • Idle pistol
  • Idle rifle at hip
  • Idle rifle aiming
  • Fire pistol from hip
  • Fire pistol aiming
  • Fire rifle from hip
  • Fire rifle while aiming
  • Fire heavy weapon from hip
  • Fire heavy weapon while aiming
  • Reload animations
  • Bolt action rifle interruption between shots

   There will be an idle animation for holding pistols and SMGs with both hands, and standard idle animated pose for rifles. When firing, where will be a short recoil animation for character body and heavy weapons and marksman rifles. There will also be an animation for reloading.

   These animations should only modify the upper body of the character, so that the legs are able to animate properly while on the move.

1.3.3 VISUAL EFFECTS

When shooting begins (pressing LMB) a muzzle emitter will spawn at the end of the barrel. An explosion emitter will spawn at the hit target location. The size of the emitters will be different for the weapon classes. Generally speaking, bigger weapons will create bigger effects.

1.3.4 AUDIO

Weapon related audio assets needed:

  • Shooting SFX for each weapon
  • Bullet impact SFX for different material types
  • Reload SFX (clip eject and insert)
  • Changing weapons SFX
  • Zooming in with scope SFX

   Each weapon will have different SFX when firing. The material hit by the bullet will decide which impact SFX will be played. Some weapons will create their own impact SFX at target location together with hit material SFX, for example explosion SFX from heavy guns, and “heavy punch” SFX from hard hitting sniper rifles. Some sounds can be combined inside sound cues, to create more interesting elements and variations, using randomization, mixer, delays, and modulator.

Combining sounds and using delays, mixers, randomizer and modulator, to create variations in SFX outputting for the same kind of situation, eg. giving the impression of two shots hitting the target in “two different places”, thus resulting in two slightly different sound effects.
1.3.5 STATS EFFECTS

Firing with a weapon will decrease its ammo count by 1 per shot taken. Reloading (R key) will replenish the ammo count for that weapon. Walk- and sprint speed will change depending on active weapon class. Firing rate will also change depending on weapon used.

General effective range of the different weapon classes
Weapons belonging to a certain class will have an approximate certain amount of effective range, where the damage output will be at its maximum. After that, the damage output will decrease over distance, until the “bullet” hits an object and is destroyed. Comparing with the short range pistol/SMG (1st weapon from top), with an effective range of X meters, you can approximate how the weapons of other classes should perform regarding damage output over distance.
1.3.6 UI HUD

Information about player health, active weapon, current ammo, max ammo, and score till be displayed on bottom left corner of the screen. Active weapon should be displayed with a graphical representation as well as the name of that weapon.

   A red plus-shaped crosshair in the center of the screen, where the player will hit when firing with ranged weapons.

1.4 Behind the scene events

This section will cover the events occurring in the background, in this case in Unreal Engine 4 Blueprints.

1.4.1 ACTOR SPAWNING AND ATTACHMENT OF DEFAULT WEAPON

When the match begins, the default weapon actor (weapon slot 2) is spawned as an attached component to the player character.

1.4.2 WEAPON SWITCHING

When the player selects another weapon slot, the current actor component will be removed and replaced with the selected weapon. This will happen during a change weapon animation.

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